We D&D.
Lost Mine of Phandelver Session #3 The Blessed Avengers.
Myrium the Blessed (played by Sandy) Female Human Cleric of Lathander Lvl 2
Myrium (human cleric) opens her eyes, all about her is in shadow- the fire glows rather than burns, she shivers- she has only the dead for company.
She quickly determines that all of her comrades have passed over, no signs of life- the chamber of Klarg the bugbear is pretty much as she last saw it, before she fell. Perhaps a little more haphazard, the place has been roughly searched.
DMs note- at the end of the fight (and the last session) there were four goblins left standing, one of them barely standing- Yeemik was down to 1 HP.
One hit point, that’s all that stood between victory and defeat, still the players were not to know this.
Until I told them, repeatedly.
There were also a lot of Death Saves at the end of the last session, and only Myrium managed to clock up three successes before three failures- for Flint (dwarf barbarian), Nimbus (tiefling rogue) & Shah Mah’ha (eladrin wizard) it’s the great hereafter. May Lathander light their path.
Back to the action, such as it is…
Note we played through some of this via e-mail between sessions.
Myrium gets to her feet, and after prayers, and healing- she cautiously explores the rest of the goblin caverns.
The place is deserted, she thinks… that is until she spots, in the last chamber she visits, the still breathing body of a tough grizzled ex-guard captain, Sildar Hallwinter, or as she knows him… dad.
Note the family resemblance in the image below.
Several hours later, after more tears, and more healing- and food & water, the Hallwinter family slowly, in the early dusk, make their way back along the goblin path to the Triboar Trail.
The ox and the supply cart have moved perhaps 500 yards, nothing has been touched.
Four hours later the pair arrive in Phandalin, hand over the cart and its contents to an old provisioner called Barthen, as Gundren had requested, and then started asking questions. The Hallwinter’s it seems are not for giving up.
More later about where Gundren is, keep reading.
Over the next few days the pair, between bouts of rest and recuperation- and on the down low, meet with concerned citizens of Phandalin- all is not well here (see later) and in the process they recruit fresh blood for the adventure.
The three new members of the group are-
Shagga, son of Dorf (played by Rob)
Male Half-Orc Paladin of Kord Lvl 2 (Outlander background)
Shagga is a very large slice of holy half-orc, fair and even minded- and surprisingly a looker, in a rough-and-ready build-them-big sorta way. He doesn’t say much but he’s all action. His favourite saying being “I am Shagga, son of Dorf”, mainly because Rob loves GoT, and loves delivering the line.
Shagga is introduced to Myrium & Sildar by Daran Edermath, an ex-adventurer and member of the Order of the Gauntlet. The half-orc paladin visits with Daran every now and then, to catch up on old times and also to receive any Gauntlet orders, or gossip. Right now, Shagga’s orders are to help Myrium, and having been introduced to the beautiful priestess of Lathander he is very keen to help her (out of her armour). It would be fair to say from the get-go that he is smitten, which is handy because in real life Shagga (Rob) and Myrium (Sandy) are partners.
Next…
Gaukus Grom (played by Pete)
Male Dragonborn Sorcerer Lvl 2 (Outlander background)
Gaukus is an intensely serious, somewhat dour, dragonborn with silver dragon ancestry. Something he is justifiably proud of- honour is vital to Gaukus- his word is bond.
Gaukus is introduced to Myrium & Sildar by Sister Garaele, an elven cleric of Tymora, and on the quiet a member of the Harper’s Guild. Gaukus, who is studying ancient texts at Garaele’s shrine, is asked to help Myrium. The dragonborn swears to provide what aid he can.
And lastly…
Elvis Pickersgilly (played by Jackie)
Male Forest Gnome Rogue Lvl 2 (Spy background)
Elvis is a weasel-faced, sneering, mischievous (and worse) little bugger, whose moral-compass was mislaid many years ago- possibly many generations ago. Elvis is out to fill his pockets, and to make anyone that threatens him bleed.
Elvis is introduced to Myrium & Sildar by Halia Thornton, a hard-talking but pleasant older lady who runs the Phandalin Miner’s Exchange, with a rod of iron- so it is said. Halia is also a member of the Black Network, that’s right- whisper it… the Zhent. Elvis is given the task of accompanying Myrium and friends wherever they go, and then reporting back to Halia everything that the adventurers discover- the gnome is in the Zhent gang too.
Jackie (formerly Nimbus) desperately wanted to play a rogue again, while Pete (formerly Flint) has swapped his bad to the bone barbarian for a dry and learned sorcerer, while Rob (formerly Shah) has gone a little the other way too- from a flighty eladrin wizard/womaniser to a dependable mooning half-orc paladin.
We’ll see…
DM note- obviously the three new characters don’t tell each other, or indeed anyone else, that they are members of the Order of the Gauntlet, Harper’s Guild and Zhentarim, respectively. This info is for you alone, and it’s safe to tell you because we’ve completed this adventure.
Oh, and Myrium is level two now also, and she may- or may not- be a member of the Lords’ Alliance, like her dad- Sildar Hallwinter.
And so again, back to Phandalin, and the present conundrum.
The adventurers, after much chatter, have two major issues-
1) Find Gundren.
Their dwarven patron is missing. Gundren’s importance is emphasised by Sildar, the ex-guard captain, he believes that Gundren (and his two brothers- Tharden & Nundro) have located Wave Echo Cave, the lost mine of Phandelver. Further explanations follow- Phandelver was the name of a pact between humans, dwarves and gnomes who together created a magical forge which allowed them to craft magic items. Alas a barbarian invasion of the Sword Coast half a millennium ago put paid to the Phandelver pact, and all those involved with it. The location of Wave Echo Cave was thus lost to time.
Sildar further reasons that a strong Phandalin would be a good thing, a buffer for the great cities of the Sword Coast. Sildar is a member of the Lords’ Alliance, a faction which seeks to bring order and security to the land, and gain access to the magical resources the lost forge could offer. The Lords’ Alliance is therefore offering a substantial reward for Gundren’s return.
Sildar, during his captivity overheard that the goblins were following orders from someone called the Black Spider, and that Gundren was deliberately targeted- it seems the Black Spider is also searching for Wave Echo Cave. It is therefore likely that Gundren has been taken to the Black Spider.
Alas little else is known, and after discreet enquiries no-one in Phandalin can add anything to the story, save more confusion- Tharden and Nundro, Gundren’s brothers, were last seen in town three weeks past. They too are, very likely, missing- sat tight somewhere awaiting Gundren’s return.
In short the adventurers have no clue what to do next to find Gundren.
2) The Redbrands in Phandalin.
A case of out of the frying pan and in to the fire, Phandalin is in the grip of the Redbrands- a mercenary company originally hired to provide security for the town. Of late the Redbrands have taken to demanding protection money from local businesses and roughing up those that fail to pay. Rumour has it the local carpenter- Thel Drendrar, has been murdered by these foul fellows, and his wife and children ‘disappeared’. The Redbrand problem needs resolving now.
The adventurers are provided with more details (and an offer of recompense).
Daran Edermath (ex-adventurer, Order of the Gauntlet) explains that the Redbrands are laired in the cellars beneath Tresendar Manor, the ruined great-house of a long dead local lord. The leader of the bandit gang is a villain called Glasstaff.
Daran Edermath, ex-adventurer and active gossip for the Order of the Gauntlet. Daran had the adventure scared out of him by a Red Dragon the best part of two decades past. He retired to Phandalin to grow apples and drink cider.
Sister Garaele (priestess of Tymora, and Harper) further encourages investigation of the Redbrands, convincing three of the four adventurers to do the right thing and free the people from the foul bandit’s shackles. The unconvinced adventurer (Elvis) nods along, happy to fake his concern for the foul and wretched townsfolk.
Jackie (Elvis, formerly Nimbus) spent the first two sessions badmouthing Flint for his antisocial ways, and then rolled up an antisocial bugger of her own.
Halia Thornton (owner of the Phandalin Miner’s Exchange, and Zhent) will pay handsomely for proof of Glasstaff’s demise, and also for exclusive access to any correspondence the Redbrand leader possesses. Halia believes a larger conspiracy is at hand.
The above facts are enlarged on (slightly) by various members of the local community- it seems that everyone wants the Redbrands gone.
Sildar further confesses that he is the second agent sent by the Lords’ Alliance to Phandalin, the first Iarno Albrek- a bearded human wizard, reported that he had arrived in the town three months past. His task was to set up a defence force. Iarno’s last message to his superiors was received just over two months ago. Sildar’s recent investigations have revealed that the wizard was last seen near Tresendar Manor, he fears the worst. Sildar will pay for Iarno to be found, alive or dead, and for his story to be told.
Much of the above information is gathered, distributed and discussed during a series of secret meetings in the back room of the Inn, during the meetings it also becomes apparent to all that Myrium is now ‘in charge’ of the group, furthermore the adventuring company have a name. Which is either- ‘The Blessed’, or, ‘The Blessed Avengers’, depending on who you ask. Three of the four adventurers think the name is great, the fourth- the new official surly bugger, Elvis, couldn’t give a rat’s ass.
Jackie, playing Elvis, is spamming the obnoxious button at times- it’s great fun to watch from this side of the DMs screen.
And so, early evening The Blessed Avengers pay a visit to a group of Redbrands who spend their time drinking in a spit and sawdust tap house called The Sleeping Giant.
And so back to the action.
The adventurers bust in on a quartet of Redbrands (you can tell they’re Redbrands, they wear red cloaks), Grista the dwarven proprietor of the tavern doesn’t want any trouble, but she’s unlikely to get her wish.
Insults are traded, the Redbrands are not up for answering questions- they are however keen for the adventurers to subsidise their earnings. In short, the conversation turns to armed robbery- with menaces. The peace doesn’t last.
Elvis (gnome rogue) creates a Minor Illusion, the paralysing scream of a woman in terror, one of the Redbrands cowers beneath his table. The other three however take it in turns to stab Shagga (half-orc paladin), soon enough he’s bloodied.
Note Minor Illusion obviously shouldn’t leave one of the bad guys paralyzed in terror, however when something like this happens I (your mild-mannered DM) roll a d20 and interpret the results- low is bad for the Redbrands, high is good for them. I rolled a ‘1’, and so one of the Redbrand’s cowered in terror.
Elvis skewers a Redbrand with his rapier, Gaukus’ (dragonborn sorcerer) icy Breath Weapon finishes it off and wounds the other two. Myrium ends another with a mace to the skull- and then demands the last pair surrender. The terrified Redbrand continues to cower (he’s now suitably intimidated). The other swears a lot and then slashes Shagga again, the paladin hits back, hard- the previously feisty Redbrand surrenders.
Two dead and two captured- good work.
An hour or two later, after an extended chat with the prisoners, the adventurers have learned some very interesting things, such as- Glasstaff, the Redbrand leader, is a bearded human wizard- just like Iarno Albrek (the missing Lords’ Alliance agent). Note in-game none of the players seem to make the connection. Also, the Redbrands are working for a mysterious figure called the Black Spider.
Which, of course, makes the players sit up- it seems the Redbrand problem may also be the key to unlocking the mystery of where the missing Gundren Rockseeker resides.
Lastly the adventurers discover that the Redbrands have taken prisoners- the family of Thel Drendrar (the murdered carpenter) are being held within their lair below Tresendar Manor.
The prisoners are escorted to the cells located beneath the town hall, the mayor of Phandalin- Harbin Wester (a nervous ninny) objects, but is swiftly over-ruled by Sildar who has already taken possession of the town hall keys
The adventurers take time to make themselves look like wannabe Redbrands, donning the red cloaks and hiding any symbols of their faith, or station. Somehow in the midst of the dressing up game Elvis manages to persuade Shagga to wear a little eye shadow (who knows), the paladin is going for the half-orc armoured goth look.
Myrium slightly approves of the bad boy look.
Back to the action, and next stop the cellars of Tresendar Manor, after a sneaky investigation of the surface ruins, and so it goes…
The adventurers descend cautiously, Elvis sneaking a little way ahead, in to a well-provisioned cellar. A full cistern, barrels and crates of rations, all lit by a pair of torches. The place is clearly inhabited- there are two exits, a door to the north which the gnome investigates- it leads in to dark and dusty corridor, and a door to the west door- beyond which is silence. Elvis declares the chamber is clear the adventurers begin their search.
Note Elvis rolls a ‘1’ for his perception check, remarkably the gnome rogue has the same problem that Jackie’s previous PC Nimbus (tiefling rogue) had- her dice seem to be broken.
The adventurers make just enough noise to alert the three Redbrands resting up beyond the western door. The Redbrands file out- weapons drawn, the mouthiest of the three challenges the adventurers (who are wearing red cloaks and disguised as Redbrands, remember).
Myrium however has all the answers, the priestess explains that they were told to report here and to seek out Glasstaff. When pressed she describes Glasstaff (or rather Iarno Albrek, she’s a clever lady- none of the other adventurers picked up on this earlier) and states that they were hired three months past in Neverwinter, they’ve been recruiting allies in the city.
Two of the three Redbrands are convinced, the third is subjected to a personal appeal by Myrium (the beautiful priestess, remember), she has been on the road for last tenday with only a gnome, a dragonborn and a half-orc for company. After a chat with Glasstaff she will be looking for someone to show her a good time...
That gets her Advantage on her next roll as she drapes herself over the doubter.
Shagga seethes.
The wavering Redbrand is instantly convinced.
Moments later two of the now polite and attentive Redbrands show the adventurers through the secret door on the western wall, along a natural cavern passage and in to a much large natural cavern chamber, bisected by a deep dark crevasse. Cautioning against the use of the first bridge- it’s rigged to collapse the enamoured Redbrand confides, they continue on to the northern bridge and head over, exchanging pleasantries all the while.
The adventurers are half-way across the ‘safe’ rope and wood slated bridge when a voice suddenly whispers- “I know who you are”, the voice is followed by a sibilant giggle.
All four adventurers come to an abrupt halt- two of them realising immediately that the voice is in their heads only, looking down Myrium sees a shadow shift in the crevasse, this she points out to Gaukus who is also staring hard in to the dark. Meantime Shagga stands like a lighthouse, slowly turning- trying to figure where the voice is coming from; Elvis has his hand on his rapier- in a much more menacing pose, “Who are ya?” The gnome enquires loudly.
The voice, of course, belongs to Cecil (pronounced See-Sil, with all the whispering lisp I can give it). Cecil is a Nothic, and Nothic’s are a gift to DMs everywhere- you’d be hard pushed to make up something creepier than a Nothic. The one eyed telepathic mind-reading, secret snatching monster lairs within the crevasse, and he’s about to put the adventurers on the spot.
The two Redbrand guides meanwhile turn to see the performance, the nearest cautions- “Let’s get out of here, it’s… odd, I sometimes hear voices.” The last part of the sentence is uttered reluctantly, like a confession.
The voice from the dark sounds again in the adventurer’s heads- “You will bring me five bodies, throw them in the crevasse- if you do not I will make it bad for you, I will tell them who you are and what you intend to do. I could be a great help to you, if you help me- I know many things. Swear to it- now!” The voice ends in a hissing gurgling giggle.
I love doing a few voices every now and then- Cecil was a delight, and while the players know where the creature is- in the crevasse dummy, they have no idea what it is.
The Redbrands are still watching the adventurers, wondering exactly what is going on- “Awright!” Elvis states loudly, Shagga nods, reluctantly- after sharing a look with Myrium and Gaukus, who silently reply in the affirmative.
“Careful then, Glasstaff- or as you know him- Iarno, is not to be trifled with. He’s a meanie!” The voice finishes, the adventurers move off at last- following their Redbrand guides, looking about them- and particularly behind them as they exit the chamber.
That however is the end of the third session.
Nice moral conundrum there, what will the goody-two-shoes priestess and paladin do, or for that manner the honourable dragonborn. Elvis, the gnome rogue is suitably spooked but doesn’t give a stuff about throwing a few corpses in to the crevasse.
Here’s the thing though- the players want to know what it is in the crevasse, and that is exactly what I was trying to achieve- they’re officially spooked.
Good session, and the players seemed to have recovered their cool (and delight) after the near TPK last time. They are particularly delighted to be level 2, and to see their hit point total double up. Obviously they’ve not fought anything much yet, so… well, we’ll see how long their new found confidence lasts.